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The nice thing is, however, is that you can "pack" up a base again via snapshots and such, but it's tedious, and more often then not, you are left with left-over resources...
Having a base means you almost anchore your self to one area - But as you said, missions ends up taking place 5-10km away, and driving 1-2 even in Venture Faction stuff is a slow process, let alone 10km.
So Bases are things that are mostly ignored by people unless forced to use them otherwise.
Points 3 - I HATE how hovercraft systems work, why am i given items for hovercrafts early when i need to use lategame stuff anyways just to stabalize and actually have a viable design?
Tried in R&D Labs DLC thing to create a helicorter thingy, and the controls (even after setting to helicopter) threw me off a bit... don't know about you, but air-vehicles are kinda pointless.
Venture's Missile launchers are not the strongest, but Mid-game to endgame they still pack quite the wollop and with enough of them you don't need anything but them.
3-4 of them and you can take on quite a lot of the trashy tech you meet.
Especially GSO-GeoCorp exclusive Tech. They pop apart in 1-2 volleys depending on the amount of blocks you need to burn through.
Have 10 or 20 launchers and you just need to fire once and forget, nothing stops you, or gets close enough to matter.
Example, at my base, i got 2 Ais sitting at either side of my base, each with 10 launchers. When enemy Tech approches, i just sit with a grin and watch a swarm of ~50 homing missiles turning a 10-30 block tech into history, smoke, poor fireworks and a "huh? ooh..." moment.
Honestly the only time I even bother with crafting is with Venture's fabricator to make 8x resource blocks payload terminal so I can just buy what I want and rarely before I max out the license ill make a weapon or wheel I can't buy usually something from Hawkeye or Better Future. But otherwise its to tedious to deal with base building outside of wanting to have a place to call home.
Personally I would just use like 4 cruise missiles super accurate against all but the tiny tiniest of enemies and even then only at close range and can engage enemies FAR outside of your lock range as long as you point the missiles remotely in their direction.
1. We're constantly looking at the enemy population and adding/removing Tech from it to make sure it's as fun and diverse as possible. We've just closed a thread on our own forums asking players to submit their own Better Future Techs, for example. These should make it into the game in the next update.
2. I agree weapon accuracy and enemy AI behavior could be much better. We currently have a prototype for shot leading in the works which will address this.
3. There actually isn't any other type of enemy Tech in the game right now other than ground vehicles. We do have a prototype for flying AI which we hope to implement at some point.
4. The reasoning behind this was that as a sandbox game you had a choice of ways in which you could progress. Missions, crafting, enemy combat, exploration, for example. These are all ways in which you can progress and unlock new blocks and designs but you are correct in that sometimes they don't' run side-by-side.
Another way would have the ability to designate a base as your actual HQ and thus quests would not stray toooo far from the the players base....
1. My real main issue here is that the campaign gets too easy too quickly. The problem is the change in difficulty seems reversed and too dramatic. Pick whatever difficulty level you feel fits best. Just make sure that the difficulty level you choose never changes dramatically or unintentionally.
2. You got this one right. At least, as long as that shot leading system accounts for the velocity of the target AND the velocity imparted into projectiles from the firing tech itself.
3. The point here was that wheels/tracks felt like the only real option until the very end of the campaign. Just be even more clear, im not saying I couldnt use the other movement blocks, just that I felt that using them would put me at a large disadvantage and that didnt change until I got certain late game blocks, meaning I never used the other movement types as much as I would have liked to.
4. What I was saying here is that doing missions felt like the clear and obvious best use of time. Im all for having different ways to progress, as long as none of them feel like a significantly better option than the others.